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Raynsideways
Raynsideways - - 22 comments @ TiberiumEssence 2.0 Alpha

Hey guys, if you're having trouble running it because you're using the Origin Ultimate Collection version of C&C3;, I figured out how to get it to work. Every other method I tried had issues, like the Forgotten weren't showing up as a selectable faction.

You have to install it like in the post; go to Documents\Command and Conquer 3 Tiberium Wars, create a folder called Mods, and paste the TiberiumEssence2 folder (with TiberiumEssence_2.0.skudef and TiberiumEssence2.big inside) in that folder.

Then, you gotta go into the install files for the game and find C&C3;.exe. It should be here: C:\Program Files (x86)\Origin Games\Command and Conquer 3 TW and KW\Command Conquer 3 Tiberium Wars

Right click C&C3;.exe, create a shortcut and put it wherever you want it to go. Right click the shortcut, click Properties, and go to Target. There should be a long address in quotes like this:
"C:\Program Files (x86)\Origin Games\Command and Conquer 3 TW and KW\Command Conquer 3 Tiberium Wars\CNC3.exe"

Add -ui after the quotes so the target looks like this:
"C:\Program Files (x86)\Origin Games\Command and Conquer 3 TW and KW\Command Conquer 3 Tiberium Wars\CNC3.exe" -ui

Click Apply and then OK.

Doubleclick the shortcut now, and it'll open the C&C3; Game Launcher. Click Game Browser, go to Mods, click TiberiumEssence, then click Launch Game, and you're done! That will run the game with the mod.

If you wanna play vanilla C&C3;, just click Play in the launcher instead.

I hope this helps!

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Medieval Kingdoms Total War (Attila Version)

Most of those haven't been added yet. They're still working on them.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Playable Factions

I really REALLY hope this mod comes out great. I've seen too many mods die/disappear before release; and this one is practically a dream come true. MULTIPLE factions of each race--dwarves, elves, orcs, men, everything. If those screenshots are any indication, this may end up finally being the Middle Earth strategy game that lives up to the epic scale of the films.

Good karma+2 votes
Raynsideways
Raynsideways - - 22 comments @ April News

I discovered that way after the fact and was so sad that it wasn't a real unit.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ [015] ENB Enhancement

I'll give it a go. I'm mostly worried that the sky bloom might end up too bright in World at War. I tried SweetFX on it and it made the sky a giant white blur which made a lot of distant details impossible to see. Everything else looked gorgeous, but the sky was so bright it felt unrealistic. The ENB bloom works perfectly in COD2's skies but I dunno what it'll do in World at War.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ [015] ENB Enhancement

I dunno either. I'm just gonna enjoy it while I can! And it is absolutely fantastic. I don't suppose you know anything about ENB for World at War? I'd love to see if anybody has made anything for it. My searching hasn't found much.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ [015] ENB Enhancement

EDIT #2. It seems to have magically started working. I dunno what I did differently. Just installed it once again and it worked. And IT IS FABULOUS.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ [015] ENB Enhancement

EDIT: Went back to version 2, same problem--crashes upon launch. :C I really want this to work, the results are amazing. It practically looks like a 2015 game.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ [015] ENB Enhancement

My game is crashing every time I try to launch it. I extracted the high quality ENB shaders files into the directory where the COD2 exe files are located; I tried all 4 versions in version 5, including max performance and max quality. I also am using the Steam version--might this cause problems? Removing the ENB files allows the game to work properly again.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

I actually liked what the Forgotten Mod did--their superweapon was this vat that grew a veinhole monster which would be launched at the enemy, where it would erupt with tendrils and destroy everything. It was pretty cool to behold. As cool as an ion storm would be, I don't see the Forgotten having the technology to create a localized one--no matter what tech they might have salvaged.

Good karma+2 votes
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 Forgotten

I don't believe that is the construction yard. Check here: Moddb.com

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

Would it be possible to have give the fiends the ability to dig into the ground like in Tiberian Sun (and maybe become stealthed?) Would be great to hide them in tiberium fields and pop them out to attack passing units.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberian Sun: Reborn

Is there a way to play against AIs in Skirmish? I don't seem to see any options and hitting Skirmish in singleplayer jumps you right into a match.

Good karma0 votes
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 Forgotten

I actually really like the wheeled design. It makes it feel like the Forgotten jury-rigged giant industrial trucks to make it. It helps that the wheels are really well textured.

Good karma+7 votes
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 Forgotten

I like it, though its influence from the MARV is very obvious--I'm not quite sure how I feel about it. The reclamation ability definitely suits the Forgotten, but perhaps it could have another spin to it.

Perhaps you could have it deploy into a stationary long-range artillery platform? It's definitely big enough to act as a badass heavy artillery unit if you anchor it. Might give it an edge against the Mammoth MKII's sheer firepower and the Montauk's burrowing. Maybe it could even have early 21st century flak cannons as its anti-air weapon.

I'd also like to second H3adSh00t's notion that it have chem sprayers up front and maybe dispensers in back.

Good karma+2 votes
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

That's not 100% true though. There is a lot of abandoned GDI and Nod equipment in the yellow zones that the Forgotten might have picked up--remnants of bases, disabled vehicles, weapon stockpiles that couldn't be evacuated, so on. Heck, you can even see wrecks of Mammoth Mk.2s laying around, who knows what kind of hardware got left in them?

That's not to say I expect the Forgotten to be advanced, but there's still a possibility they might have some (semi) advanced hardware. It'll still be obsolete by GDI or Nod standards, but it'd still give them a bit of a boost in strength.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

I hope Carnius makes it so the Forgotten are AI controllable--it would be amazing to fight the forgotten as well. That's one thing the Forgotten Mod didn't have--the AI couldn't control the faction so it would just sit there and do nothing.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

That sounds pretty cool actually. Having it dig out garrisonable trenches might make it double as a utility unit.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 2.0 - Forgotten

It would be amazing if Essence's forgotten could make better use of tiberium wildlife like floaters. I agree that Forgotten had a ton of great, wacky ideas, but a lot of their vehicles just weren't that interesting. Sure, they had the old throwback Tick Tank and a giant melee vehicle, but beyond that it was pretty standard--tanks, machine gun buggies, the usual.

I also noticed recently that the Forgotten in that mod aren't actually very competitive. They're fun to play, but I went against medium AIs and had much more problems managing the AI than I had with any other faction--their units just aren't tough enough to compete with T2 and T3 units from the vanilla factions. And for some reason their economy seems to function so much more slowly, which didn't help.

I think if Carnius finds a way to make the Forgotten have their own interesting mechanics (and not be just a brute force faction, we've got GDI for that), I could see this being amazing. If nothing else, what made Forgotten so good was how different the faction was.

Good karma+2 votes
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 1.6 Beta Released!

I like the idea of the cloaked artillery unit, but it might be due for a reduction in its damage to make it less of a stomping death machine. Gives you a little more time to react before they blow a hole in your defenses.

Carnius could perhaps take a page from Kane's Wrath and make it take longer to set up to start firing--and uncloaking the unit when it starts to set up.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 1.6 Beta Released!

I imagine instead of it destroying enemy units inside the shield it could either A. not damage them at all, but keep the friendly units inside safe still, or B. damage them slowly, or give them reduced armor.

I also noticed that it destroys tiberium crystals when you turn it on. I don't know if that was deliberate, but I actually like this idea since it discourages you from covering your refineries with generators.

Good karma+1 vote
Raynsideways
Raynsideways - - 22 comments @ Tiberium Essence 1.6 Beta Released!

I love this release of the game so far, though I do have a recommendation or two.

I saw that call for transport is globally 100 credits now--and since so many larger units now can call for transport it seemed a little odd. I like having call for transport available for so many units, but at 100 each I could instantly ship entire armies to other locations. I was thinking--what if you scaled the price of Call for Transport based on the size of a unit?

For instance a rifleman squad might require 100 to call, while a mammoth tank might require 800 or more to call for transport. That way it might be a little less overpowered.

Also, one bug I've noticed is that if I'm attacking a Scrin rift generator, at around 20% damage it becomes untargettable. I can still damage it if I force fire at the ground under it with bombs, but it can be strange if I'm trying to hit it with bombers and get out fast since I have to call them back to finish it off.

Also this is more of a wish than a real recommendation, but I love the tacitus archive units--I almost wish they were available as normal units (very few maps come equipped with archives), since the Zone Defenders and the Colossus are really amazing. This is more a matter of "I want more default units to play with!" since I still love the idea of the archive providing powerful units.

And it would be great if GDI could have its mobile sensor array back, since it would give them a few more tools to deal with Nod's enhanced cloaking abilities. I love the rush of discovering a fully invisible Nod base that I was totally unaware of (and I find it really amazing that the AI makes great use of this), but it might balance out a little better if GDI has more tech that can counter this.

Good karma+1 vote